Medium Construct, Neutral
AC 9    Initiative −1 (9)
HP 127 (15d8 + 60)
Speed 30 ft.
Mod Save
STR 19 +4 +4
DEX 12 +1 +1
CON 18 +4 +4
Mod Save
INT 6 −2 −2
WIS 8 −1 −1
CHA 15 +2 +2
Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can't speak
CR 5 (XP 1,800; PB +3)
Traits

Just 7 Hours Old. If Creag takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

Emotional. Whenever Creag starts its turn Bloodied, roll 1d6. On a 6, Creag goes berserk. On each of its turns while berserk, Creag attacks the nearest creature it can see. If no creature is near enough to move to and attack, Creag attacks an object. Once Creag goes berserk, it remains so until it is destroyed or it is no longer Bloodied.

Creag's creator (Dr. Sious W. Sage), if within 60 feet of the berserk creation, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; Creag must be able to hear its creator. If this check succeeds, Creag ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.

Immaculate Form. Creag can’t shape-shift or be changed by a polymorph spell.

 

Actions

Multiattack. Creag makes two Fist attacks.

Fists. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

The Gem of Passion. Lodged in Creag's heart, the Gem can emit radiant energy once per day in a 15-ft. radius. All creatures of Dr. Sage's choice must make a DC 15 Intelligence {"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Coerce"}, Hit: 18 (3d8) Radiant damage

Habitat: Any

dillydallie

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